RimWorld

RimWorld

2,890 ratings
Prison Labor
16
45
3
19
2
7
3
5
2
3
3
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
3.300 MB
Oct 26, 2019 @ 1:16pm
Jul 26 @ 2:05pm
49 Change Notes ( view )

Subscribe to download
Prison Labor

Description
Description
This mod force prisoners to work. To enable this feature prisoners must have "Force to work" option checked ("Prisoner" tab). Prison labor needs management that consist of:
  • Motivation - prisoners need to be motivated by presence of colonists. Wardens have new job - supervising prisoners. Low motivation can lead to revolts.
  • Work assignment - prisoners that have option "Force to work" are added to "Work" tab.
  • Time restrictions - prisoners that have option "Force to work" are added to "Restrict" tab.
  • Prison area - prisoners in order to work need to reach target. You can check "Hold open" option on doors. Be aware, they will try to run if they see opportunity.
  • "Prisoners only" tools - You can mark orders and bills by tools that exclude colonist from work.

IMPORTANT
Upgrading from 0.9.11
This version is not compatible with older Prison Labor (0.9.11 and older).
In order to upgrade savegame, firstly you need to remove PrisonLabor data from save.
1. Go to mod settings (Options > Mod Settings > Prison Labor)
2. Flick "Disable mod" option.
3. Re-save your savegame with "Disable" option enabled.
After above steps you can safely run savegame without or with new Prison Labor.

Older versions
Rimworld b19 version (0.19)[github.com]
Rimworld b18 version (0.18)[github.com]
Rimworld a17 version (0.17)[github.com]
Most of you prefer one workshop item, so for those who don't want to update mod to the latest version automatically, please use GitHub repository[github.com], or links above

Locks mod
I highly recommend using my other mod Locks. This will allow you to enable prisoners to leave their cells.

Compatibility
  • Works with mods that add custom Jobs, to enable some of them you need to go to the mod settings. However, items created by custom jobs can be forbidden (depends on their implementation).
  • Works with old saves.
  • To disable mod from existing saves use utility found in Prison Labor settings: "remove Prison Labor mod from save".
  • UI mods may cause disapperance of prison labor area or option to release prisoners. PL adds some additional options to prisoners interaction and unless ui mod allows to scrolldown options you will not see the old options.

Message from author
Orginal creator actually took time off and maintanace of his mods is currently on me. Still, I'm working on this mod in my free time so please be patient. If you want to improve something feel free to contact me on discord or github.
Hazzer


Translations
Please do not contact me via comments section! Use discord or link provided in contact section.
Please contact me if you want to help me writing translations. It will take you a few minutes to translate few sentences, and you will help making the mod even better. Thank you in advance!
Also I would gladly hear about misspellings or grammar mistakes in English version.


Support
[ko-fi.com]


Links
Github repository[github.com]


Discord server[discord.gg]
Popular Discussions View All (125)
9
Feb 2 @ 6:35am
Work Assignments Resetting
RileyQuinn
3
Dec 13, 2024 @ 11:26pm
Is this mod still worth it?
Mark Bobaba
4
Apr 16, 2024 @ 8:16am
Most work types are disabled for prisoners
Baby Muncher
2,558 Comments
punk Jul 28 @ 8:53pm 
I tried removing the mod using the way described in the description, but it still broke my save. It wouldn't load my saved game fully. Some of the UI elements would appear on the title screen, like pawn portraits and the item list on the left side, and I could hear it playing, but it remained on the glitched out title screen. Reinstalling the mod let me play normally again for now.
Jet Jul 28 @ 3:56am 
@hazzer i unsubbed and resubbed just in case but its still not showing. i have access to force to work but not the bottom tab to schedule their worktime. I am using this UI mod which lets you reorganize the tab order and when looking at its mod settings, Prison labors tab doesnt show there either. Thats despite it being active in my game. this is the mod : UI Not Included: Customizable UI Overhaul and this is my log if thats an issue
https://gist.github.com/HugsLibRecordKeeper/ae47e0f85f2dd7b40cf6dbb47c1b5711
Hazzer  [author] Jul 27 @ 2:08pm 
@Jet yes it should. Make sure all mod files are correctly downloaded.
Jet Jul 27 @ 1:59pm 
hey isnt the prison tab supposed to show up on the bottom tabs? I dont see the screen where i can schedule prisoner work and all that. I am using the UI mod that adds pictures to the main screen is that why?
Hazzer  [author] Jul 27 @ 11:27am 
@PDF I believe you created labor area. In this zone is used to tell you free colonists to leave work for prisoners. Wardens only should keep eye on them or bring some food for prisoners.
PDF Jul 27 @ 10:55am 
Hi! I created a prison area, but I can't get my colonists to do anything there. For example, I placed a wall blueprint, but I can't order my colonists to build it there's no context menu, and they also don't build it on their own. Is this intentional or is it a bug?
Aksarian Jul 27 @ 10:35am 
Issue with cleaning was my own fault. I had incompatible mod installed ( CleaningAreaTemp ).

@=>PR<= XxDEM0NIKSxX Oh, please. Thanks for that earth-shatteringly insightful assessment. I'm absolutely riveted by your detailed analysis – especially the lack thereof. It’s truly inspiring how someone can so effortlessly convey a complete dismissal of effort without a single, constructive word.
=>PR<= XxDEM0NIKSxX Jul 27 @ 8:25am 
this mod isnt very good...
Aksarian Jul 27 @ 7:02am 
@Hazzer provided on github full logs, save file and mod list for re-socialization turning prisoner hostile problem.

I also have problem where prisoners do not work (cleaning their own cell, didn't try other jobs). Jobs are enabled, prisoners motivated, yet they cant find jobs. Created issue on github as well.
Jay425 Jul 26 @ 6:44am 
@Hazzer ive figured out it doesnt work with VE Ideology: memes and structures and alpha memes. or at least it doesnt work the way rimpy orders them. i havent tested out moving PL above them in the load order.